Ambrosia Garden Archive
    • Mission Fleets


      So how does one cause a fleet to appear as the mission ships. From the bible I thought that you could just stick a - (negative) in front of the fleet resource ID (where the dude resource ID is normally put) and it would read it as a fleet ID rather than a dude. But this hasn't come close to working. I ended up fighting 3 shuttles instead 3 Carriers with RAGE gunboat escorts. This certainly isn't the challenge I had in mind.

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      I used to jog but the ice kept falling out of my glass.

    • Quote

      Originally posted by Kame:
      **So how does one cause a fleet to appear as the mission ships. From the bible I thought that you could just stick a - (negative) in front of the fleet resource ID (where the dude resource ID is normally put) and it would read it as a fleet ID rather than a dude. But this hasn't come close to working. I ended up fighting 3 shuttles instead 3 Carriers with RAGE gunboat escorts. This certainly isn't the challenge I had in mind.

      **

      You have to make a special düde resource with the flët resource embedded into it, and then use that for the mďsn. I think that's what you're thinking of.

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      Not all who wander are lost.

    • Quote

      Originally posted by P-Psycho:
      You have to make a special dde resource with the flt resource embedded into it, and then use that for the msn. I think that's what you're thinking of.

      So how do you ***** the Fleet resource? The only way I can figure would be to use the Fleet ID instead of the Ship but there's no way to distinguish it so it'll just call the Ship ID. Oh wait, do I give the Fleet ID a negative value in the Dude resource? Is that how it tells which is which?

      (edit) well that didn't work :frown: (/edit)
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      I used to jog but the ice kept falling out of my glass.

      (This message has been edited by Kame (edited 03-03-2003).)

    • Fleets have an Appear On field that can have a misison bit set. As soon as the misison is accepted, have the bit set, and the fleet set to appear in a certain system.

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    • Quote

      Originally posted by Andcarne:
      **Fleets have an Appear On field that can have a misison bit set. As soon as the misison is accepted, have the bit set, and the fleet set to appear in a certain system.

      **

      I thought this appearance would be random (ie, you can't force the fleet to ALWAYS appear when mission bit is set).

      Hmm... as for putting the fleet in the dude resource, I remember there was a discussion on how the bible was out-of-date on that issue (legacy text from past EV bibles that didn't get changed when the engine changes), though I don't remember the details...

      Pan Sola

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    • I don't think that they can be called düde resource. That seems to be legacy stuff. The best way is just to make a fleet. Unfortunatly it still ahs random probability of appearing. The bible says that there is a way to reference a flët from a düde resource, but there does not seem to be any information in the düde section on how to do this. I think it is legacy text.

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    • Mmm, thanks for the info guys. These fleets would have to show up as part of a mission so it can't have any random probability. I found another topic stating that you couldn't use the fleet dude as a mission ship but it would still work as an auxillary dude using the negative in front of the ID. But this failed to work as well. So it's my guess that Pan Sola is correct and this is just another one of those items that was overlooked and never removed from the bible. Why is it that all these really great things I try to implement, aren't actually supported, even though I'm led to believe they are? Argh.

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      I used to jog but the ice kept falling out of my glass.

    • I'm having a similar problem with mission ships. I'm trying to right a mission where two enemy ships come in to attack (easy enough in the special ships section) and also have an escort asigned to the player for the mission to aid in fending off the attackers. The Aux ships can make other ships show up but you can't give Aux ships any special behavior instructions. What I've done is made the escort ship the special ship and made the attacking ships the Aux ships. But that way the aux ships don't attack they just sit there waiting to be attacked even though they are of enemy gov and warship AI type. So they next and last thing I could think of to attempt was to make the attacking ships the special ships again and put the escort as the special ships in a parralel invisible mission that starts automaticly which almost works but but when the escort fires on the attacking ships his shots go right through not doing any damage. I've made sure that all the obvious fields that would prevent shots from doing damage are unchecked but no luck. A bug maybe? Has any one else tried this? I'm wondering if the engine just doesn't allow a ship that is a special mission ship to be destroyed by any ship but the players ship.

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      DANGER WILL ROBINSON! MY ARMS ARE FLAILING WILDLY!

    • Hi,

      Here is what I did for EVN:Invasion. I made a düde(use the probality fields , to choose the ship you want in your fleet). Then in the mission I set the ship count to 4(or more) and use the düde ID in the Ship Düde field , then I have my fleet. I don't even have to use the flët resource. Use the "Ship name STR#"and the "Ship subtitle" fields to give all the ships the same names/subtitles. This gives you an impression of a fleet.

      Use the technique below to get multiple fleets.

      Here is another big solution :

      You want two special ships/fleets.

      Make a mission that will be the main mission , here you fill in the all the fields you need , including special ships. Then you make another mission and in resedit leave the name field blank (only give it an ID) , and check the "Mission is invisble" field , and enter all the fields you need(you won't need dësc's here because its invisble), and also use the Special Ship fields(with other düdes of course). Then in the first mission place in the "OnAccept" field this : Sxxx. Where xxx is the ID of the second (invisble) mission(this will auto start the second mission when the player accepts the first). In the first mission check the"Protect player" radiobox and in the second mission check the "Attack player" radiobox,(you can toy with this) this way the ships will engage each other. Just make sure both missions end at the same time. The player won't notice that you actually used two missions.

      I suggest using the above technique, I find the AuxShips fields unreliable.

      Good luck with your projects, 🙂

      Entarus,

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      (This message has been edited by Entarus (edited 03-08-2003).)

    • Quote

      Originally posted by PolarBear:
      ...but when the escort fires on the attacking ships his shots go right through not doing any damage. I've made sure that all the obvious fields that would prevent shots from doing damage are unchecked but no luck....

      That is very strange... You should just be able to use the AuxShips field and make them, say Pirate or anything enemy to the player and they should attack.

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    • Then in the first mission place in the "OnAccept" field this : Sxxx. Where xxx is the ID of the second (invisble) mission(this will auto start the second mission when the player accepts the first). In the first mission check the"Protect player" radiobox and in the second mission check the "Attack player" radiobox,(you can toy with this) this way the ships will engage each other. Just make sure both missions end at the same time. The player won't notice that you actually used two missions.

      Actualy, That's exactly what I did. The only problem was that when the ship I had set up as my escort was firing on the ship I had set up is the attacker the escorts shots just whent right through the attacking ship not even striking the shields. As if there was a "Can't be hit" box checked some where exept that I know there isn't.

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      DANGER WILL ROBINSON! MY ARMS ARE FLAILING WILDLY!

    • Quote

      Originally posted by PolarBear:
      **
      Actualy, That's exactly what I did. The only problem was that when the ship I had set up as my escort was firing on the ship I had set up is the attacker the escorts shots just whent right through the attacking ship not even striking the shields. As if there was a "Can't be hit" box checked some where exept that I know there isn't.

      **

      Check the düde respurces you used. There is a "Dude can't be hit or be hit by player" box. My guess is that you'll find your awnser in the düde resource.

      Good luck, 🙂

      Entarus,

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      -Nothing lasts forever-
      (url="http://"http://www.apple.com")iMac, Therefore, I am(/url)
      (url="http://"http://www.ariossoftware.com/upcoming/")EVONE 1.0.0, the plugin editor for EV/EVO/EVN(/url)

    • That is what i thought might be wrong at first, but he says that the two dudes can't it each other....

      Very strange.

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